Thanks, I'm glad you thought so.
Regarding the Shuriken, while I understand you dont want to outcompete raid loot with TF, a Tier 1 TF weapon is ML 24, these are from Level 30 quests. SO how do you balance those constraints of Raid vs. Lvl? I think raid needs to have unique properties, and lvl/quest items should just be incremental improvements based on ML. At least, that's how it used to work.
good at business
Will someone just post a screenshot or two of the new Handwraps and Runearm, PLEASE???
Someone earlier posted they got the handwraps and I gotta believe the runearm has also been looted.
POST THE SCREENSHOTS!!!
Last edited by Steve_Howe; 07-13-2015 at 04:00 PM.
Steve Howe was voted "Best Overall Guitarist" in Guitar Player magazine five years in a row (1977–1981) and in 1981 was the first rock guitar player inducted into the Guitar Player Hall of Fame.
Last edited by JOTMON; 07-14-2015 at 07:54 AM.
Argo: Degenerate Matter - 200
Jotmon (HC 34/45 , RC 42/42 , IC 12/21 , EC 51/51 , RP 116/158)
Jotlock (HC 38/45 , RC 25/42 , IC 15/21 , EC 51/51 , RP 75/158)
Whatthetruck (HC 38/45 , RC 42/42 , IC 15/21 , EC 51/51 , RP 111/158)
Maybe it's just me, but but i was kinda hoping for some epic tod style sets.
Orien: Kelerak (42 Lives/23 Epic) Kellraiser (21 Lives/10 Epic)
There is 3 or 4 niche items here that some builds or classes want. But there is not a great item out of the whole thing. Nothing that u will spend hours trying to farm like usually is in update. Every loot here I got better on my toons then. I can make list if want on every single loot here where you can get better for any build other then those 3 or 4 niche items. Yes there nice on lower levels when you tr but I got 2 completionists I don't need low level items need better epic items witch this update there is not. There is just not enough on these items to make you want them over what is out there. Epic necro there was 5 to 6 stats or abilities on every item this update there 3 to 4. How come there is so little? Also why is there still no insightful 4 wis item in game. Every other stat in game has 2 items with insightful 4 at least but wis. Bad enough I don't have a race can start with 20 wis for my cleric but then there always less wis on items then every other stat too.
Soulsavour 28 cleric completionist/epic completionist, Soundofthe Melodymaster 20 lock completionist/triple epic completionist (working on triple normal completionist), Holypoo 28 pally epic completionist, Edgeofshadows 28 rogue
That ability that gives bear druids extra damage? It would be better as an augment. Much more versatile~
I personally agree and disagree with the person you quoted. I agree that it reducing incoming negative energy on pale master's is poor form as that is yet another item that I would love to have but can not due to the Deathblock effect (which vampire form pale masters need due to them being vulnerable to vorpal). I do not believe it is a bug, but do think it should be considered for a change.
Would love to see potency 80-96 added to these!
Sarlona: Gingerspyce ~ Voodu ~ Sportyspyce ~ Guitarr ~ Vooduspyce
Live Streaming on Twitch ~ Raid Nights with the High Lords ~ Teaching Raid Videos ~ Warlock for Beginners ~ Beginner's Guide to Cannith Crafting
To start, Why?
Failing that can we get a new Belt with +11 Constitution but no deathblock than because there's currently only two sources of +11 Con.
or do you have a better way to get the same effects I've mustered minus the Deathblock (Thanks again to everyone who helped me make this list)
Head: Epic/Mythic Minos Legens (Fort 150, HP +40, Fort Save +2, Shelter +24, G & Y or B Augment)
Neck: Epic/Mythic Vim and Vigor (Str +11, Superior False Life, GH, Nat AC +9, G Augment)
Trinket: Stealth Manual (Dex/Int Skills +6, Good Luck 3, UMD+5, OL/DD/Spot+ 20, G Aug)
Cloak: Deathwyrm (Perm Nihil, Force Resist 10%, Neg Amp: +20, Green Augment)
Belt: Thoughtful Remembrance (DB 7, Con+11, Concen+20, Resist+11, Dodge+11, Regen, G Aug, Y or B Aug)
Ring 1: Seal of House Avithoul (Wis +7, SA +5, Ins SA +3, Improved Deception)
Ring2: Consuming Darkness (Seeker+10, C-Master+5, Y-Aug)
Hands: E-Fanged Gloves (Arcane Casting Dexterity, Blurry, Int +11, Magical Efficiency 10%)
Boots: Spiked (Balance +20, Slip Immune, Y-Aug, G-Aug)
Wrists: E-Ethereal (Dex +11, Riposte 9, Ghostly, Deadly 10, Speed 15, FF)
Armor: Epic Emerald Guard (Nightshield. Insight Con +3, Persuasion, Haste Guard, Ex Fort (50%), G-Nimble, 2 x Augs)
Goggles: Skirmisher's Goggles (True Seeing, Prot+8, G-Aug)
1-H Weapon: Thunderforged Dwarven Axe (Blinding Fear, Paralyzing Fear & Mindbreaker)
Shield: Epic Skyvault (Mithral, Purple, Blue & Red Augment)
Last edited by Failedlegend; 07-13-2015 at 07:29 PM.
Originally Posted by Cordovan
No, the only change in that scenario that needs to be considered is that deathblock and death ward should not protect against vorpal. Period.
Vorpal
This potent and feared ability allows the weapon to sever the heads of those it strikes. Upon a roll of natural 20 (followed by a successful roll to confirm the critical hit), the weapon severs the opponent’s head (if it has one) from its body. Some creatures, such as many aberrations and all oozes, have no heads. Others, such as golems and undead creatures other than vampires, are not affected by the loss of their heads. Most other creatures, however, die when their heads are cut off. A vorpal weapon must be a slashing weapon. (If you roll this property randomly for an inappropriate weapon, reroll.)
Strong necromancy and transmutation; CL 18th; Craft Magic Arms and Armor, circle of death, keen edge; Price +5 bonus.
CON +11 items are indeed the least represented - you really just have bracers or belt. If you can't work out either one, you have two options:
- Find a random loot item
- Don't break your char over a few more CON. 28 or even 56 HP and 1 or 2 FORT saves is not worth lowering your self healing by 21% if you're a Necro.
There are a million +8 CON named items, and +8 CON can be slotted into an augment. +10 random loot is also relatively common. While I would change many things, here's looking at the quickest and cheapest way to "fix" the gear:
1) Snag a CON of Dodge belt. You should only be losing a point or two of CON, and unlikely losing dodge as you were capped by shield.
2) Swap Skirmisher's Goggles for Epic Mentau's Goggles to get your Seeker and free up a ring slot (True Seeing is just a convenience. It looks like you're an INT char, so you should have been able to easily afford UMD for scrolls)
3) Get Circle of Malevolence - will give you +12 instead of +11 saves, Insightful Sheltering for more PRR/MRR, and Vitality 40... which in turn should help cover your HP loss by slightly less CON.
Prot 8 can be slotted. Concentration 15 can be slotted. And with that, Deathblock VII is dropped with a few gear changes and little trade-off from what you have now.
Pinc Punch - Unarmed Monk (Uber Completionist) // Porc the Orc - Paladin // Thunderborn - Warlock // Imustbe Emo - PewPew Rogue // Aquamine Artifact - Crafting Artificer (shelved)
On Feather Fall clickies.
3 uses at a very low caster level is ideal.
Some people want permanent feather fall. Those people can use a different item to get that ability and for them the clicky effectively does not exist.
For me, permanent Feather Fall is a significant detriment to an item. Feather Fall is an effect I usually do not want active, and on the occasions I want it, I want it to be active for the shortest possible time period.
I don't have a zerging problem.
I'm zerging. That's YOUR problem.
Well that's quite disappointing. I admit that I had missed the previous indication that this was WaI, and the only dev post I'd seen in one topic was Severlin saying he'd look into it. Are Palemasters really that much stronger over other casting classes that they need a major drawback on the few pieces of loot made to help spellcasters? And concerning Sightless, I thought the idea was to support all kinds of builds, even niche ones. I'm not concerned about my melee Palemaster quite as much due to him having plenty of other options. But the older two items are some of the only competitive item options for Wizards. I'm not saying deathblock should be removed from any of them, but it would be really great if an exception could be made for Palemasters so they aren't burned. Or, as others have mentioned, could we get some other equally viable items for Palemasters? Considering light damage is one of the main types to watch out for in this new pack, it is an important issue for Palemasters to be geared well.
-Jayron
Runearms were already posted.
Heroic version:
https://www.ddo.com/forums/showthrea...=1#post5649340
Epic version (before the Raid Items):
https://www.ddo.com/forums/showthrea...=1#post5649398
Steve Howe was voted "Best Overall Guitarist" in Guitar Player magazine five years in a row (1977–1981) and in 1981 was the first rock guitar player inducted into the Guitar Player Hall of Fame.